Hi, I just started a similar project and I have the same questions.
I’m using rigidbody in order to be able to use physics in the game, like pushing buttons, moving crates…
But at this moment, I’ve problems moving this rigidbody, it’s jerking when it moves horizontally and it doesnt fall down enough quickly after jumping. The drag and angular drag are set to 0 and it uses gravity…
I currently use rigidbody.MovePosition to move my character left or right, but I don’t think that’s the best way.
Did you already tried something or another technique on your side ?
Oh and ps im battling with nice jump dynamics and am not sure if i should just leave physics completely out of it and just do it without, so if you have any revelations please update :), i will do the same.
Just in case, I made something
double jump + precision control + air control
Controller2D.cs
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
[AddComponentMenu("2D Platformer/Controller2D")]
public class Controller2D : MonoBehaviour
{
// Require a character controller to be attached to the same game object
[System.Serializable]
public class PlatformerControllerMovement
{
// The speed when walking
public float walkSpeed = 3.0f;
// when pressing "Fire1" button (control) we start running
public float runSpeed = 10.0f;
public float inAirControlAcceleration = 1.0f;
// The gravity for the character
public float gravity = 60.0f;
public float maxFallSpeed = 20.0f;
// How fast does the character change speeds? Higher is faster.
public float speedSmoothing = 20.0f;
// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
public float rotationSmoothing = 10.0f;
// The current move direction in x-y. This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
[System.NonSerialized]
public Vector3 direction = Vector3.zero;
// The current vertical speed
[System.NonSerialized]
public float verticalSpeed = 0.0f;
// The current movement speed. This gets smoothed by speedSmoothing.
[System.NonSerialized]
public float speed = 0.0f;
// Is the user pressing the left or right movement keys?
[System.NonSerialized]
public bool isMoving = false;
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded?
[System.NonSerialized]
public Vector3 inAirVelocity = Vector3.zero;
// This will keep track of how long we have we been in the air (not grounded)
[System.NonSerialized]
public float hangTime = 0.0f;
}
[System.Serializable]
// We will contain all the jumping related variables in one helper class for clarity.
public class PlatformerControllerJumping
{
// Can the character jump?
public bool enabled = true;
// How high do we jump when pressing jump and letting go immediately
public float height = 1.0f;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
public float extraHeight = 4.1f;
public float doubleJumpHeight = 2.1f;
// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
[System.NonSerialized]
public float repeatTime = 0.05f;
[System.NonSerialized]
public float timeout = 0.15f;
// Are we jumping? (Initiated with jump button and not grounded yet)
[System.NonSerialized]
public bool jumping = false;
// Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
[System.NonSerialized]
public bool doubleJumping = false;
// Can we make a double jump ( we can't make two double jump or more at the same jump )
[System.NonSerialized]
public bool canDoubleJump = false;
[System.NonSerialized]
public bool reachedApex = false;
// Last time the jump button was clicked down
[System.NonSerialized]
public float lastButtonTime = -10.0f;
// Last time we performed a jump
[System.NonSerialized]
public float lastTime = -1.0f;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
[System.NonSerialized]
public float lastStartHeight = 0.0f;
}
// Does this script currently respond to Input?
public bool canControl = true;
// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints.
public Transform spawnPoint;
public PlatformerControllerMovement movement;
public PlatformerControllerJumping jump;
private CharacterController controller;
// Moving platform support.
private Transform activePlatform;
private Vector3 activeLocalPlatformPoint;
private Vector3 activeGlobalPlatformPoint;
private Vector3 lastPlatformVelocity;
// This is used to keep track of special effects in UpdateEffects ();
private bool areEmittersOn = false;
void Awake()
{
movement = new PlatformerControllerMovement();
jump = new PlatformerControllerJumping();
movement.direction = transform.TransformDirection(Vector3.forward);
controller = GetComponent<CharacterController>();
Spawn();
}
void Spawn()
{
// reset the character's speed
movement.verticalSpeed = 0.0f;
movement.speed = 0.0f;
// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;
}
void OnDeath()
{
Spawn();
}
void UpdateSmoothedMovementDirection()
{
float h = Input.GetAxisRaw("Horizontal");
if (!canControl)
h = 0.0f;
movement.isMoving = Mathf.Abs(h) > 0.1;
if (movement.isMoving)
movement.direction = new Vector3(h, 0, 0);
// Grounded controls
//if (controller.isGrounded)
//{
// Smooth the speed based on the current target direction
float curSmooth = movement.speedSmoothing * Time.deltaTime;
// Choose target speed
float targetSpeed = Mathf.Min(Mathf.Abs(h), 1.0f);
// Pick speed modifier
/*
if (Input.GetButton ("Fire2") canControl)
targetSpeed *= movement.runSpeed;
else
targetSpeed *= movement.walkSpeed;
*/
targetSpeed *= movement.runSpeed;
movement.speed = Mathf.Lerp(movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0f;
//}
//else
//{
// // In air controls
// movement.hangTime += Time.deltaTime;
// if (movement.isMoving)
// movement.inAirVelocity += new Vector3(Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
//}
}
void FixedUpdate()
{
// Make sure we are absolutely always in the 2D plane.
transform.position = new Vector3(transform.position.x, transform.position.y, 0.0f);
}
void ApplyJumping()
{
// Prevent jumping too fast after each other
if (jump.lastTime + jump.repeatTime > Time.time)
return;
if (controller.isGrounded)
{
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (jump.enabled Time.time < jump.lastButtonTime + jump.timeout)
{
movement.verticalSpeed = CalculateJumpVerticalSpeed(jump.height);
movement.inAirVelocity = lastPlatformVelocity;
SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
void ApplyGravity()
{
// Apply gravity
bool jumpButton = Input.GetButton("Jump");
if (!canControl)
jumpButton = false;
// When we reach the apex of the jump we send out a message
if (jump.jumping !jump.reachedApex movement.verticalSpeed <= 0.0)
{
jump.reachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}
// if we are jumping and we press jump button, we do a double jump or
// if we are falling, we can do a double jump to
if ((jump.jumping Input.GetButtonUp("Jump") !jump.doubleJumping) || (!controller.isGrounded !jump.jumping !jump.doubleJumping movement.verticalSpeed < -12.0))
{
jump.canDoubleJump = true;
}
// if we can do a double jump, and we press the jump button, we do a double jump
if (jump.canDoubleJump Input.GetButtonDown("Jump") !IsTouchingCeiling())
{
jump.doubleJumping = true;
movement.verticalSpeed = CalculateJumpVerticalSpeed(jump.doubleJumpHeight);
jump.canDoubleJump = false;
}
// * When jumping up we don't apply gravity for some time when the user is holding the jump button
// This gives more control over jump height by pressing the button longer
bool extraPowerJump = jump.jumping !jump.doubleJumping movement.verticalSpeed > 0.0 jumpButton transform.position.y < jump.lastStartHeight + jump.extraHeight !IsTouchingCeiling();
if (extraPowerJump)
return;
else if (controller.isGrounded)
{
movement.verticalSpeed = -movement.gravity * Time.deltaTime;
jump.canDoubleJump = false;
}
else
movement.verticalSpeed -= movement.gravity * Time.deltaTime;
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
movement.verticalSpeed = Mathf.Max(movement.verticalSpeed, -movement.maxFallSpeed);
}
float CalculateJumpVerticalSpeed(float targetJumpHeight)
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * movement.gravity);
}
void DidJump()
{
jump.jumping = true;
jump.reachedApex = false;
jump.lastTime = Time.time;
jump.lastStartHeight = transform.position.y;
jump.lastButtonTime = -10;
}
void UpdateEffects()
{
bool wereEmittersOn = areEmittersOn;
areEmittersOn = jump.jumping movement.verticalSpeed > 0.0;
// By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
if (wereEmittersOn != areEmittersOn)
{
foreach (ParticleEmitter emitter in GetComponentsInChildren<ParticleEmitter>())
{
emitter.emit = areEmittersOn;
}
}
}
void Update()
{
if (Input.GetButtonDown("Jump") canControl)
{
jump.lastButtonTime = Time.time;
}
UpdateSmoothedMovementDirection();
// Apply gravity
// - extra power jump modifies gravity
ApplyGravity();
// Apply jumping logic
ApplyJumping();
// Moving platform support
if (activePlatform != null)
{
Vector3 newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
Vector3 moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
transform.position = transform.position + moveDistance;
lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
}
else
{
lastPlatformVelocity = Vector3.zero;
}
activePlatform = null;
// Save lastPosition for velocity calculation.
Vector3 lastPosition = transform.position;
// Calculate actual motion
Vector3 currentMovementOffset = movement.direction * movement.speed + new Vector3(0, movement.verticalSpeed, 0) + movement.inAirVelocity;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;
// Move our character!
movement.collisionFlags = controller.Move(currentMovementOffset);
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
// Moving platforms support
if (activePlatform != null)
{
activeGlobalPlatformPoint = transform.position;
activeLocalPlatformPoint = activePlatform.InverseTransformPoint(transform.position);
}
// Set rotation to the move direction
if (movement.direction.sqrMagnitude > 0.01 !Input.GetButton("Shoot"))
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime * movement.rotationSmoothing);
else transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(movement.direction), Time.deltaTime * 100);
// We are in jump mode but just became grounded
if (controller.isGrounded)
{
movement.inAirVelocity = Vector3.zero;
if (jump.jumping || jump.doubleJumping)
{
jump.jumping = false;
jump.doubleJumping = false;
jump.canDoubleJump = false;
SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
Vector3 jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
if (jumpMoveDirection.sqrMagnitude > 0.01)
movement.direction = jumpMoveDirection.normalized;
}
}
// Update special effects like rocket pack particle effects
UpdateEffects();
}
void OnControllerColliderHit(ControllerColliderHit hit)
{
if (hit.moveDirection.y > 0.01f)
return;
// Make sure we are really standing on a straight platform
// Not on the underside of one and not falling down from it either!
if (hit.moveDirection.y < -0.9f hit.normal.y > 0.9f)
{
activePlatform = hit.collider.transform;
}
}
// Various helper functions below:
float GetSpeed()
{
return movement.speed;
}
Vector3 GetVelocity()
{
return movement.velocity;
}
bool IsMoving()
{
return movement.isMoving;
}
bool IsJumping()
{
return jump.jumping;
}
bool IsDoubleJumping()
{
return jump.doubleJumping;
}
bool canDoubleJump()
{
return jump.canDoubleJump;
}
bool IsTouchingCeiling()
{
return (movement.collisionFlags CollisionFlags.CollidedAbove) != 0;
}
Vector3 GetDirection()
{
return movement.direction;
}
float GetHangTime()
{
return movement.hangTime;
}
void Reset()
{
gameObject.tag = "Player";
}
void SetControllable(bool controllable)
{
canControl = controllable;
}
}
Hi BruceWayne and sacredgeometry, you’re welcome =)
If someone is having trouble with GetComponent from 2D platform tutorial animation script (PlatformerPlayerAnimation.js), just put Controller2D.cs in the standard assets/scripts folder, because it’s only a compilation order problem.
Edited:
You will have to change PlatformerPlayerAnimation.js:
var controller : PlatformerController = GetComponent(PlatformerController);
to:
var controller : Controller2D = GetComponent(Controller2D);
Thanks for contributing this script. It works perfect in Unity. I have a question about using it in Uinty iPhone. The following errors occur when saving this C# script.
Assets/Scripts/Controller2D.cs(140,56): error CS1002: Expecting ;' (Filename: Assets/Scripts/Controller2D.cs Line: 140)* *Assets/Scripts/Controller2D.cs(306,90): error CS1002: Expecting ;’ (Filename: Assets/Scripts/Controller2D.cs Line: 306) Assets/Scripts/Controller2D.cs(313,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 313) Assets/Scripts/Controller2D.cs(395,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 395) Assets/Scripts/Controller2D.cs(409,11): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 409) Assets/Scripts/Controller2D.cs(415,13): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 415) Assets/Scripts/Controller2D.cs(421,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 421) Assets/Scripts/Controller2D.cs(426,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 426) Assets/Scripts/Controller2D.cs(431,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 431) Assets/Scripts/Controller2D.cs(436,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 436) Assets/Scripts/Controller2D.cs(441,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 441) Assets/Scripts/Controller2D.cs(446,13): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 446) Assets/Scripts/Controller2D.cs(451,11): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 451) Assets/Scripts/Controller2D.cs(456,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 456) Assets/Scripts/Controller2D.cs(460,10): error CS0116: A namespace can only contain types and namespace declarations (Filename: Assets/Scripts/Controller2D.cs Line: 460)
I’m not very familiar with C#. Can anyone provide some insight? I may end up converting this to Javascript.
I think it was a problem with GetComponent function on Iphone, it isn’t equals to Unity 2.6.1 GetComponent, so you could try use GetComponent(NameOfScript) like in unity 2.5.1 instead of GetComponent().
@SacredGeometry, the variables are declared at the top with default values.
@ everyone else…
This script is great - especially with Tim’s double jump. But I’m trying to expand it so that it has the option of constant force, ie Press left and the object goes left until you press right.
If I am honest, After a few days of playing with it I still find the whole script a little confusing.
Purely as a test to cause constant force I modified the function below to push a constant force on the horizontal movement, so the object moves positive along X. This doesn’t work very well when going right, but for the moment, I am only trying to get him to move left constantly - but I know that its the completely the wrong way of doing it.
My modification was from
float h = Input.GetAxisRaw(“Horizontal”);
to
float h = .3f+(Input.GetAxisRaw(“Horizontal”));
So, my question is - what would be a better way of doing this.
void UpdateSmoothedMovementDirection()
{
float h = .3f+(Input.GetAxisRaw("Horizontal"));
if (!canControl)
h = 0.0f;
movement.isMoving = Mathf.Abs(h) > 0.1;
if (movement.isMoving)
movement.direction = new Vector3(h, 0, 0);
// Grounded controls
//if (controller.isGrounded)
//{
// Smooth the speed based on the current target direction
float curSmooth = movement.speedSmoothing * Time.deltaTime;
// Choose target speed
float targetSpeed = Mathf.Min(Mathf.Abs(h), 1.0f);
// Pick speed modifier
/*
if (Input.GetButton ("Fire2") canControl)
targetSpeed *= movement.runSpeed;
else
targetSpeed *= movement.walkSpeed;
*/
targetSpeed *= movement.runSpeed;
movement.speed = Mathf.Lerp(movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0f;
//}
//else
//{
// // In air controls
// movement.hangTime += Time.deltaTime;
// if (movement.isMoving)
// movement.inAirVelocity += new Vector3(Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
//}
}
Jumperx cuz’ you can’t make a game without reading. You are asking what ‘insert a semicolon at the end.’ mean? Well, it comes from programming, you could try to insert a semicolon at the end, oh wait, back to square one.
That’s response is a perfect example of how to waste everybody’s time. People need to start learning somewhere. You could continue to make a fool of yourself by demeaning somebody in the most grammatically awful way, or you could try to help. If you aren’t going to contribute anything, leave.
hs1S, thank you for posting that Controller2D.cs code!
I think it will be a great starting point for a 2D platformer game project that I want to create using Unity!